| Patent application number | Description | Published |
| 20120015714 | Apparatuses, Methods and Systems for a Multi-Level In-Game Currency Platform - The APPARATUSES and METHODS FOR dynamic conversion of a transaction includes receiving a transaction request from a user, wherein the transaction request includes data related to a transaction and user characteristics of the user. The data associated with the transaction and the user is analyzed to determine if the user is eligible to request the transaction. When it is determined that the user is eligible for requesting the transaction, identifying a payment currency for the requested transaction, computing dynamic conversion rate for converting the payment currency to the requested virtual currency, and calculating a purchase price in terms of the payment currency for the requested virtual currency of the transaction request using the dynamic conversion rate, the purchase price is used in completing the transaction request. | 01-19-2012 |
| 20120015733 | GAME MECHANICS FOR GIFTING - The Apparatuses, Methods, and Systems For Game Mechanics For Gifting (“GGM”) transform social graph, interactions, behavior and characteristics data inputs via various GGM components to create optimal gift-giving dynamics. In one embodiment, the GGM may receive a request to provide a gaming resource to a user. In response to the request, the GGM may aggregate and analyze interaction data to identify a provider with prior interactions with the user. The GGM may in turn request the provider for a gaming resource. The GGM may receive an indication to provide a gaming resource to the user in response to the request and may facilitate providing of a gaming resource to the user. The GGM may identify this indication as an instance of interaction and may update the user interaction data accordingly. | 01-19-2012 |
| 20120016796 | Apparatuses, Methods and Systems for a Trackable Virtual Currencies Platform - Methods for detecting fraud using virtual currency transaction include receiving information regarding a virtual currency transaction from a user. The information is analyzed to determine whether the transaction involves a user that is being tracked, wherein the user being tracked is associated with an elevated level of risk of fraud. When a user associated with the transaction is being tracked, the virtual currency transaction is monitored using tracked virtual currency. The virtual currency transaction is identified as potentially fraudulent based on the monitoring. | 01-19-2012 |
| Patent application number | Description | Published |
| 20110145137 | APPARATUSES,METHODS AND SYSTEMS FOR A TRACKABLE VIRTUAL CURRENCIES PLATFORM - The APPARATUSES, METHODS AND SYSTEMS FOR A TRACKABLE VIRTUAL CURRENCIES PLATFORM (“TVC”) transform user transaction request input via various TVC components into transaction result output. In one embodiment, information regarding a virtual currency transaction including a user identifier of a user associated with the virtual currency transaction may be received. A potential fraud event threshold score for the user may be calculated by analyzing past fraud data associated with the user, and a virtual currency transaction fraud score may be calculated by analyzing the user's social graph and the user's prior game play patterns. If the virtual currency transaction fraud score exceeds the potential fraud event threshold score for the user, the virtual currency transaction may be identified as potentially fraudulent. | 06-16-2011 |
| 20110212762 | APPARATUSES, METHODS AND SYSTEMS FOR A MULTI-LEVEL IN-GAME CURRENCY PLATFORM - The APPARATUSES, METHODS AND SYSTEMS FOR A MULTI-LEVEL IN-GAME CURRENCY PLATFORM (“MIC”) transform user transaction request input via various MIC components into transaction result output. In one embodiment, a request to calculate a dynamic conversion rate between a payment currency type and a requested virtual currency type for a user may be received. The base conversion rate between the payment currency type and the requested virtual currency type may be retrieved. A user characteristic indicative of the user's progress through a game that affects the base conversion rate may be determined, and a game progression adjustment to the base conversion rate due to the determined user characteristic may be calculated. The dynamic conversion rate may be calculated by adjusting the base conversion rate with the game progression adjustment and returned. | 09-01-2011 |
| 20110212769 | Apparatuses, Methods and Systems for Game Mechanics for Gifting - The APPARATUSES, METHODS AND SYSTEMS FOR GAME MECHANICS FOR GIFTING (“GGM”) transform social graph, interactions, behavior and characteristics data inputs via various GGM components to create optimal gift-giving dynamics. In one embodiment, the GGM may receive a request to provide a gaming resource to a user. In response to the request, the GGM may aggregate and analyze interaction data to identify a provider with prior interactions with the user. The GGM may in turn request the provider for a gaming resource. The GGM may receive may receive an indication to provide a gaming resource to the user in response to the request and may facilitate providing of a gaming resource to the user. The GGM may identify this indication as an instance of interaction and may update the user interaction data accordingly. | 09-01-2011 |
| 20110212770 | Apparatuses, Methods and Systems for a Virtual Security Camera - The APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE BEHAVIOR MONITOR (“OBM”) transform user social-gaming behavioral pattern data via various OBM components into online social-gaming experience customizations. In one embodiment, to process a virtual security clearance request, the OBM may obtain user online gaming pattern data including gaming actions and their associated timestamps, user online social activities and their associated timestamps; and virtual security clearance evaluation rules. The OBM may generate a social-gaming activity timeline using the gaming actions, social activities and timestamps. By applying the virtual security clearance evaluation rules to the social-gaming activity timeline, the OBM may calculate evaluation scores. The OBM may compare the evaluation scores to the evaluation score thresholds to generate virtual security clearance flags, and may determine whether any virtual security clearance flags were generated based on the comparison. The OBM may, upon determining that no virtual security clearance flags were generated, obtain user online gaming action input and user gaming environment data, and generate updated user gaming environment data using the user online gaming action input. | 09-01-2011 |
| 20110212784 | Apparatuses, Methods and Systems for a Live Online Game Tester - The APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE BEHAVIOR MONITOR (“OBM”) transform user social-gaming behavioral pattern data via various OBM components into online social-gaming experience customizations. In one embodiment, the OBM may provide, in response to a gaming app request from a user, a gaming app including a test game feature for the user. The OBM may obtain user social graph data identifying co-users of the user. The OBM may also obtain: online gaming pattern data for the users and the co-users, including gaming action identifiers and their associated gaming action timestamps; user online social activity data, for the users and the co-users, including social networking action identifiers and their associated social networking action timestamps; and game feature adoption evaluation instructions. The OBM may generate social-gaming activity timelines for the users and the co-users using the gaming action identifiers and the associated gaming action timestamps, as well as the social networking action identifiers and the associated social networking action timestamps. The OBM may also calculate and provide game feature adoption scores by applying the game feature adoption evaluation instructions to the generated social-gaming activity timelines. | 09-01-2011 |
| 20110213716 | Apparatuses, Methods and Systems for a Customer Service Request Evaluator - The APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE BEHAVIOR MONITOR (“OBM”) transform user social-gaming behavioral pattern data via various OBM components into online social-gaming experience customizations. In one embodiment, upon receiving a customer service request from a user, the OBM may obtain, for processing the customer service request, user social graph data identifying co-users, social networking action identifiers and associated social networking action timestamps; user online gaming action identifiers and associated gaming action timestamps; and customer service request evaluation rules and associated request evaluation score thresholds. The OBM may generate social-gaming activity timelines for the user and the co-users using the gaming action identifiers, social networking action identifiers and timestamps. The OBM may generate a social-gaming activity thread for the user using the social-gaming activity timelines. The OBM may calculate customer service request evaluation rule scores by applying the customer service request evaluation rules to the social-gaming activity thread, and compare each customer service request evaluation rule score to its associated request evaluation score threshold to generate request evaluation flags. The OBM may determine whether to process the customer service request based on whether any request evaluation flags were generated. | 09-01-2011 |
| 20120028713 | Apparatuses, Methods and Systems for an Engagement-Tracking Game Modifier - The APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE BEHAVIOR MONITOR (“OBM”) transform user social-gaming behavioral pattern data via various OBM components into online social-gaming experience customizations. In one embodiment, the OBM may generate individual social-gaming activity timelines for a group of users within a geographical region using user online gaming pattern and social activity data. The OBM may calculate individual time-varying activity level graphs for the users, as well as an aggregate activity level graph. The OBM may identify an activity trough in the aggregate activity level graph, and an event in the geographical region corresponding to the activity level trough. Based on keywords corresponding to the event, the OBM may obtain product results from a product database. The OBM may identify a subset of the users whose individual time-varying activity level graphs include an activity level trough during the activity level trough in the aggregate activity level graph, and may provide an advertisement for a product from the product results for the identified subset of the users. | 02-02-2012 |
| Patent application number | Description | Published |
| 20100227675 | Virtual Playing Chips in a Multiuser Online Game Network - In various embodiments, virtual currency is used within a multiplayer online game in a restricted manner. | 09-09-2010 |
| 20120015724 | EMBEDDING OF GAMES INTO THIRD PARTY WEBSITES - Systems and methods for embedding and tracking revenue from fully operational games into third party websites are disclosed. | 01-19-2012 |
| 20120015725 | EMBEDDING OF GAMES INTO THIRD PARTY WEBSITES - Systems and methods for embedding and tracking revenue from fully operational games into third party websites are disclosed. | 01-19-2012 |
| 20120015736 | SOCIAL REQUIREMENT FOR ONLINE GAME ASSET ACQUISITION - Example systems and methods related to a social requirement for acquiring an asset, such as a reward, in an online game are presented herein. In one example, an online game for a plurality of players is hosted. Information describing a social network of friends of a player of the game is accessed. An asset is provided to the player based satisfaction of an acquisition requirement to acquire the asset. The acquisition requirement includes a social requirement that is satisfied by a new association of a predetermined number of friends of the social network of the player with the online game. | 01-19-2012 |
| 20120015737 | FINDING FRIENDS FOR MULTIUSER ONLINE GAMES - The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information. | 01-19-2012 |
| 20120015738 | PLAYER RECRUITMENT FOR ONLINE GAME REWARDS - Example systems and methods related to player recruitment for acquiring rewards in an online game network is presented. In an example, an online game for a plurality of players is hosted. A player of the game is provided an asset based satisfaction of an acquisition requirement that includes a social requirement satisfied by a new association of a predetermined number of people with the online game. | 01-19-2012 |
| 20120015739 | FINDING FRIENDS FOR MULTIUSER ONLINE GAMES - The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information. | 01-19-2012 |
| 20120015740 | ENHANCED REWARD ACQUISITION FOR ONLINE GAME BASED ON SOCIAL REQUIREMENT - Example systems and methods related to the acquisition of awards in a multiplayer online game based on a social requirement are presented. In an example, a player is provided with a first-level reward based on satisfaction of first acquisition requirement including at least one of an in-game asset requirement and a game state requirement. Also provided to the player is a second-level reward based on satisfaction of a second acquisition requirement including a social requirement that is satisfied by anew association between another person and the online game. | 01-19-2012 |
| 20120015741 | FINDING FRIENDS FOR MULTIUSER ONLINE GAMES - The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information. | 01-19-2012 |
| 20120015742 | DYNAMIC REQUIREMENT VARIATION FOR ONLINE GAME NETWORK ASSET ACQUISITION - Example systems and methods relating to dynamic requirement variation for asset acquisition in an online game are presented. In an example online game for multiple players, a plurality of parameters employed to identify players who qualify for a reward provided by the online game are accessed continually. A current acquisition requirement for the reward based on the plurality of parameters is updated continually. The reward is provided to at least one of the players responsive to satisfaction of the current acquisition requirement by the at least one of the players. | 01-19-2012 |
| 20120015744 | APPLYING PROXY ATTRIBUTES IN MULTIPLE GAMES - Systems and methods to generate proxies for players in a game are described. In some embodiments, a method accesses social network information associated with a player of a first game and a second game. The player controls a first player character in the first game and controls a second player character in the second game. The method accesses profile information of a friend of the player controlling a third player character in the first game. The method creates a proxy based on the third player character having multiple attributes based on the profile information of the friend of the player. A event outcome is determined based on an attribute of the first player character and at least one proxy attribute. Another game event outcome is determined based on an attribute of the second player character and at least one proxy attribute. | 01-19-2012 |
| 20120015745 | DISTRIBUTION OF BENEFITS IN A MULTIUSER GAME - Systems and methods to distribute benefits and detriments in a multiuser game are described. In some embodiments, a method accesses social network information associated with a player of a game. The player controls a first player character in the game where the first player character has certain attributes. The method accesses profile information associated with a friend of the player, who controls a second player character. A proxy based on the second player is created and includes multiple proxy attributes based on the profile information associated with the friend of the player. A game event outcome associated with the first player character is determined based on the first player character attributes and at least one proxy attribute. The game event outcome includes an in-game benefit or detriment that is distributed to the first and second player characters based on the proxy. | 01-19-2012 |
| 20120015746 | PROXY GENERATION FOR PLAYERS IN A GAME - Systems and methods to generate proxies for players in a game are described. In some embodiments, a method accesses social network information associated with a player of a game. The player controls a first player character in the game where the first player character has certain attributes. The method further accesses profile information associated with a friend of the player. The friend of the player controls a second player character in the game. A proxy based on the second player character is created and includes multiple proxy attributes based on the profile information associated with the friend of the player. The proxy is associated with the first player character. A game event outcome associated with the first player character is determined based on the first player character attributes and at least one proxy attribute. | 01-19-2012 |
| 20120015747 | EMBEDDING OF GAMES INTO THIRD PARTY WEBSITES - Systems and methods for embedding and tracking revenue from fully operational games into third party websites are disclosed. | 01-19-2012 |